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The Benefits of Buying the Classic Traveller Reprint: The Basic Books (1-3) PDF from FFE


Classic Traveller Reprint: The Basic Books (1-3) Download Pdf




If you are a fan of science fiction role-playing games, you may have heard of Classic Traveller, one of the oldest and most influential games in the genre. Classic Traveller is a game of interstellar exploration, adventure, and combat in a vast and diverse galaxy. It is also a game of customization, where you can create your own characters, starships, worlds, and adventures.




Classic Traveller Reprint: The Basic Books (1-3) Download Pdf



In this article, we will introduce you to Classic Traveller, its history, features, and benefits. We will also explain what are the Basic Books (1-3), the core rules of the game that cover everything you need to play. Finally, we will show you how to download the PDF version of the Basic Books (1-3), either from the official source or from an alternative one.


What is Classic Traveller?




Classic Traveller is a science fiction role-playing game that was first published in 1977 by Game Designers' Workshop (GDW). It was designed by Marc Miller, Frank Chadwick, John Harshman, and Loren Wiseman. It is set in the far future, in a galaxy dominated by the Third Imperium, a vast interstellar empire that spans thousands of worlds. The players take on the roles of travellers, adventurers who explore the galaxy for various reasons: trade, exploration, diplomacy, espionage, military service, or simply curiosity.


The history and evolution of the game




Classic Traveller was originally released as a series of small black booklets that contained the basic rules of the game. These booklets were later compiled into larger volumes called The Traveller Book (1982) and Starter Traveller (1983). The game was also expanded by numerous supplements, adventures, modules, and magazines that added more detail and variety to the game world.


Classic Traveller was revised several times over the years, resulting in different editions and versions of the game. Some of these revisions were minor, such as correcting errors or clarifying rules. Others were major, such as changing the setting or introducing new mechanics. Some of these revisions were official, such as MegaTraveller (1987) or The New Era (1993). Others were unofficial, such as GURPS Traveller (1998) or Mongoose Traveller (2008).


Classic Traveller is still widely played and supported by fans today. It is considered by many to be the definitive version of Traveller, due to its simplicity, flexibility, and elegance. It is also regarded as a classic in the history of role-playing games, due to its influence on other games and genres.


The features and benefits of the game




Classic Traveller has many features and benefits that make it a unique and enjoyable game to play. Some of these are:



  • It is a sandbox game, where the players have the freedom to create their own characters, starships, worlds, and adventures. The game provides tools and guidelines for generating these elements, but does not impose a fixed plot or storyline. The players can explore the galaxy as they wish, encountering various challenges and opportunities along the way.



  • It is a realistic game, where the game mechanics are based on scientific principles and logic. The game does not use magic or supernatural elements, but rather relies on technology and science fiction concepts. The game also simulates the effects of gravity, inertia, radiation, damage, and other factors that affect the characters and their environment.



  • It is a diverse game, where the game world is rich and varied. The galaxy of Traveller contains thousands of worlds, each with its own culture, history, politics, and ecology. The game also features many different alien races, some of which are allies, enemies, or rivals of the Imperium. The game also allows for different styles and genres of play, such as space opera, hard science fiction, cyberpunk, or military science fiction.



What are the Basic Books (1-3)?




The Basic Books (1-3) are the core rules of Classic Traveller. They contain everything you need to play the game, except for dice and paper. They are also known as Books 1-2-3 or The Little Black Books (LBBs), due to their size and color. They were first published in 1977 as separate booklets, and later reprinted in 1981 as a single volume.


The Basic Books (1-3) cover the following aspects of the game:


Book 1: Characters and Combat




This book covers the rules for creating and advancing characters, as well as resolving combat situations. It includes:


Character creation and advancement




The character creation system of Classic Traveller is one of its most distinctive features. It is a lifepath system, where the character's abilities and skills are determined by their career choices and experiences. The character creation process involves the following steps:



  • Rolling six attributes: Strength, Dexterity, Endurance, Intelligence, Education, and Social Standing.



  • Choosing a career: Navy, Marines, Army, Scouts, Merchants, or Other.



  • Enlisting in the chosen career and rolling for survival, commission, promotion, skills, and benefits for each four-year term of service.



  • Deciding whether to re-enlist or muster out after each term of service.



  • Calculating the character's age and applying aging effects if necessary.



  • Selecting equipment and cash from the benefits table or rolling for them randomly.



The character advancement system of Classic Traveller is based on gaining skills and benefits from different careers. There is no experience point system or level system in the game. The characters can change careers during their lifepath, either voluntarily or involuntarily. They can also gain skills from other sources, such as education or training.


Combat rules and procedures




The combat system of Classic Traveller is based on rolling dice to determine the outcome of attacks and damage. It includes:



  • The initiative system: The order of action is determined by comparing the Dexterity scores of the combatants.



  • The attack system: The attacker rolls 2d6 and adds modifiers based on their skill level, weapon type, range, armor, etc. The defender rolls 2d6 and adds modifiers based on their armor type. If the attacker's roll is higher than the defender's roll, the attack hits. Otherwise, it misses.



  • The damage system: The attacker rolls damage dice based on their weapon type and subtracts the defender's armor rating from it. The remaining damage is applied to the defender's Endurance score. If the Endurance score reaches zero or below, the defender is unconscious or dead.



  • The melee combat system: The same as above, except that melee weapons have different modifiers and damage dice than ranged weapons.



  • The personal combat system: The same as above, except that personal weapons have different modifiers and damage dice than melee weapons.



Book 2: Starships




This book covers the rules for designing and operating starships, as well as resolving starship combat situations. It includes:


Starship design and construction




modular system, where the starship is composed of different components that have different functions and costs. The starship design process involves the following steps:



  • Choosing a hull type and size: The hull type determines the shape and configuration of the starship, such as wedge, sphere, cylinder, etc. The hull size determines the tonnage and volume of the starship, which affects its performance and capacity.



  • Choosing a drive type and rating: The drive type determines the propulsion system of the starship, such as jump drive, maneuver drive, or power plant. The drive rating determines the speed and range of the starship, which affects its travel time and fuel consumption.



  • Choosing a bridge type and size: The bridge type determines the control and communication system of the starship, such as standard bridge, computerized bridge, or command bridge. The bridge size determines the crew and passenger capacity of the starship, which affects its comfort and efficiency.



  • Choosing a weapon type and number: The weapon type determines the offensive and defensive capabilities of the starship, such as lasers, missiles, sandcasters, or screens. The weapon number determines the firepower and coverage of the starship, which affects its combat effectiveness and survivability.



  • Choosing other components: The other components include various optional features that enhance or modify the starship's performance or function, such as fuel tanks, cargo holds, staterooms, laboratories, turrets, bays, etc.



  • Calculating the cost and maintenance: The cost is determined by adding up the prices of all the components. The maintenance is determined by multiplying the cost by a percentage based on the age and condition of the starship.



Starship combat and travel




The starship combat system of Classic Traveller is based on rolling dice to determine the outcome of attacks and damage. It includes:



  • The initiative system: The order of action is determined by comparing the maneuver ratings of the starships.



  • The attack system: The attacker rolls 2d6 and adds modifiers based on their skill level, weapon type, range, target size, etc. The defender rolls 2d6 and adds modifiers based on their armor type. If the attacker's roll is higher than the defender's roll, the attack hits. Otherwise, it misses.



  • The damage system: The attacker rolls damage dice based on their weapon type and subtracts the defender's armor rating from it. The remaining damage is applied to the defender's hull points. If the hull points reach zero or below, the starship is destroyed or disabled.



  • The critical hit system: If the attacker rolls a natural 12 on their attack roll, they score a critical hit. They then roll 1d6 to determine which component of the defender's starship is damaged or destroyed.



The starship travel system of Classic Traveller is based on calculating the time and distance of interstellar journeys. It includes:



  • The jump system: The jump system is the main method of interstellar travel in Traveller. It allows a starship to travel between two points in space that are within a certain range of each other. The range is determined by the jump rating of the starship's jump drive. For example, a jump-1 drive can travel up to 1 parsec (3.26 light-years) in one jump. A jump-2 drive can travel up to 2 parsecs (6.52 light-years) in one jump, and so on. A jump takes one week of subjective time for the crew and passengers, regardless of the distance traveled.



  • The maneuver system: The maneuver system is used for traveling within a star system or for engaging in combat. It allows a starship to change its position and orientation in space. The speed and agility of a starship are determined by its maneuver rating and its tonnage. For example, a 100-ton starship with a maneuver-2 drive can accelerate at 2 Gs (20 m/s^2) and turn at 60 degrees per second.



  • The fuel system: The fuel system determines how much fuel a starship needs to perform jumps and maneuvers. Fuel is measured in tons and stored in fuel tanks. A starship needs one ton of fuel per parsec per 100 tons of mass to perform a jump. A starship also needs one ton of fuel per week per power plant rating to operate its systems. A starship can refuel at starports, gas giants, or other sources of fuel.



Book 3: Worlds and Adventures




This book covers the rules for generating and describing worlds, as well as creating and resolving adventures. It includes:


World generation and description




The world generation system of Classic Traveller is another distinctive feature of the game. It is a random system, where the characteristics of a world are determined by rolling dice and consulting tables. The world generation process involves the following steps:



  • Rolling the starport type: The starport type determines the quality and availability of services and facilities at the world's main spaceport, such as refueling, repair, trade, etc. The starport type ranges from A (excellent) to E (poor) to X (none).



  • Rolling the world size: The world size determines the diameter and surface area of the world, which affects its gravity and atmosphere. The world size ranges from 0 (asteroid belt) to A (16,000 km).



  • Rolling the world atmosphere: The world atmosphere determines the composition and pressure of the world's air, which affects its climate and life forms. The world atmosphere ranges from 0 (none) to F (exotic).



  • Rolling the world hydrographics: The world hydrographics determines the percentage of the world's surface that is covered by water, which affects its climate and life forms. The world hydrographics ranges from 0 (desert) to A (water world).



  • Rolling the world population: The world population determines the number and density of sentient beings living on the world, which affects its culture and politics. The world population ranges from 0 (uninhabited) to A (tens of billions).



  • Rolling the world government: The world government determines the type and structure of the political authority on the world, which affects its laws and customs. The world government ranges from 0 (anarchy) to F (totalitarian).



  • Rolling the world law level: The world law level determines the degree and enforcement of legal restrictions on the world, which affects its trade and travel. The world law level ranges from 0 (no law) to F (extreme law).



  • Rolling the world tech level: The world tech level determines the level and sophistication of technology on the world, which affects its economy and military. The tech level ranges from 0 (stone age) to F (high tech).



The world description system of Classic Traveller is a concise way of summarizing the characteristics of a world in a single line of code. The code consists of eight digits or letters that correspond to the starport type, world size, atmosphere, hydrographics, population, government, law level, and tech level. For example, a code of A867A98-F means a world with an excellent starport, a large size, a standard atmosphere, a moderate amount of water, a high population, a charismatic oligarchy, a high law level, and a high tech level.


Adventure creation and resolution




The adventure creation system of Classic Traveller is a flexible way of generating scenarios and situations for the players to encounter and resolve. It includes:



  • The patron system: The patron system is a way of introducing an NPC who hires or involves the players in an adventure. The patron can be randomly generated by rolling dice and consulting tables that determine their identity, motivation, location, etc. For example, a patron could be a rebel leader who wants to overthrow the local government, a merchant who needs to transport some goods across hostile space, or a scientist who has discovered a secret alien artifact.



  • The encounter system: The encounter system is a way of creating events and obstacles that challenge or assist the players during their adventure. The encounters can be randomly generated by rolling dice and consulting tables that determine their type, frequency, location, etc. For example, an encounter could be a space battle with pirates, a diplomatic negotiation with aliens, or a natural disaster on a planet.



  • The task system: The task system is a way of resolving actions and outcomes that depend on chance or skill. The tasks can be resolved by rolling dice and comparing them to modifiers based on difficulty, skill level, equipment, etc. For example, a task could be hacking into a computer system, repairing a damaged starship component, or persuading an NPC to cooperate.



How to download the PDF version of the Basic Books (1-3)?




anywhere, without having to carry physical books. You can also print them out if you prefer to have hard copies.


There are two main sources where you can download the PDF version of the Basic Books (1-3): the official source and the alternative source. Each source has its own advantages and disadvantages, which we will explain below.


The official source: Far Future Enterprises




The official source of the PDF version of the Basic Books (1-3) is Far Future Enterprises (FFE), the company that owns the rights to Traveller and its related products. FFE is run by Marc Miller, the original designer of Traveller. FFE sells the PDF version of the Basic Books (1-3) as part of its Classic Traveller Facsimile Edition, which also includes other books and supplements from the Classic Traveller line.


The price and format of the PDFs




The price of the Classic Traveller Facsimile Edition is $20.00 USD. This gives you access to a zip file that contains 45 PDF files, totaling 1.2 GB in size. The PDF files are scans of the original booklets, with errata and corrections inserted where possible. The PDF files have been OCR'ed, which means you can search for text within them. The PDF files have also been upgraded to 6x9 inches in size, from the original 5.5x8.5 inches, for better margins.


The advantages and disadvantages of buying from FFE




The advantages of buying from FFE are:



  • You are supporting the official and original source of Traveller and its products.



  • You are getting the most complete and authentic collection of Classic Traveller materials.



  • You are getting high-quality scans with errata and corrections.



  • You are getting OCR'ed and resized PDF files for easier reading and searching.



The disadvantages of buying from FFE are:



  • You have to pay a relatively high price for a large number of PDF files that you may not need or want.



  • You have to download a large zip file that may take a long time or consume a lot of bandwidth.



  • You have to unzip and organize the PDF files yourself.



  • You may encounter some formatting or printing issues due to the scan quality or size difference.



The alternative source: DriveThruRPG.com




The alternative source of the PDF version of the Basic Books (1-3) is DriveThruRPG.com (DTRPG), an online marketplace that sells digital and print-on-demand versions of various role-playing games and products. DTRPG sells the PDF version of the Basic Books (1-3) as part of its Classic Traveller Facsimile Edition, which is licensed by FFE. DTRPG also offers a print-on-demand option for those who want to have physical copies of the books.


The price and format of the PDFs




The price of the Classic Traveller Facsimile Edition on DTRPG is $3.00 USD for the PDF only, or $9.00 USD for both the PDF and the softcover book. This gives you access to a single PDF file that contains 144 pages, totaling 32 MB in size. The PDF file is a scan of the 1981 edition of the Basic Books (1-3), with errata and corrections inserted where possible. The PDF file has been OCR'ed, which means you can search for text within it. The PDF file has not been resized, which means it retains its original 5.5x8.5 inches size.


The advantages and disadvantages of buying from DTRPG




The advantages of buying from DTRPG are:



  • You pay a lower price for a smaller number of PDF files that you actually need or want.



  • You download a smaller file that takes less time or bandwidth.



  • You get a single and organized PDF file that is easy to access and use.



You have the option to order a print-on-demand copy if


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